1 items

File information

Last updated

Original upload

Created by

Shibdib

Uploaded by

rusChosen

Virus scan

Safe to use

Tags for this mod

41 comments

  1. scoobierb5
    scoobierb5
    • supporter
    • 0 kudos
    Hi,

    Is there any way to prevent / mitigate Reaction Force ships wandering off, chasing targets dozens of sectors away?  This has caused a number of reloads for me as I rarely notice it until I get informed of massive ship losses.  Note: this is NOT linked to their tether range, they are set to remain in their local sector, but I've found them many sectors away, seemingly chasing a specific target.  They usually break off when a target leaves the sector, so I don't know why they sometimes don't.
  2. Omanidos
    Omanidos
    • member
    • 0 kudos
    Because you use ws_XXX as id for the mod, the game automatically subscribed to the old workshop version of the mod which has this id.
  3. tylerblue10
    tylerblue10
    • member
    • 0 kudos
    small question:

    on activating the mod in the game's extension UI, it is then meant to subscribe to the Steam version?
  4. mercbeast
    mercbeast
    • member
    • 6 kudos
    Is there any way to prevent your fleets running this, from pursuing ships that got away through multiple jumps?

    Here I am minding my own business, building a defense gate at Family Zhin to protect the Split who have almost collapsed due to Xenon incursions from Tharka's Cascade. Everything is fine, I've got a couple fleets on a protection position at the gate, and a third fleet running reaction force to intercept and destroy anything S or M that gets into the system.

    So, suddenly I start getting red spam messages "X has been destroyed". Low and behold, my Guppy carrier task force has chased something out of Family Zhin, into Tharka's Cascade 17, almost to the gate to Matrix 79b. The entire fleet is a write-off. I've tried using blacklists to limit them to only perform ANY activity in Family Zhin, but I have a feeling this won't actually do anything.

    Bordering on making the mod unusable for anything but defending from Khaak spawns where 100% absolutely zero chance Xenon will show up.
  5. Semore
    Semore
    • member
    • 0 kudos
    Anyone know how to have the Nexus version take over from the workshop version of this mod? I had the workshop mod installed, and then saw the Nexus was updated to fix the "Cannot reach target" bug. I unsubscribed from the workshop and added this one, but the mod will only say unsubscribed and not recognize the Nexus version.
    It's installed correctly and all other mods work whether it's from Nexus or Steam Workshop. Just this one was installed from both and the game seems to think the mod isn't active unless it's subscribed through Workshop.
  6. snake40000
    snake40000
    • premium
    • 0 kudos
    For the await order spam/bug, I found a solution that should work nicely with other mods, just add a check that turns $speak to false if reaction force is running.

    aiscripts\order.fight.attack.object.xml

    <?xml version='1.0' encoding='utf-8'?>
    <diff>
      <!--disable-->
      <add sel="/aiscript/attention/actions/set_value[@name='$defaultorder']" pos="before">
    <do_if value="@$speak and not this.assignedcontrolled.nextorder and (@$defaultorder.id != 'ReactionForce') and (not this.assignedcontrolled.commander or (this.assignedcontrolled.commander == player.occupiedship)) and notification.npc_await_orders.active">
    <set_value name="$speak" exact="false" comment="Boolean Speak NPC voice. Default is true"/>
    </do_if>
      </add>
      <!--re-enable after-->
      <add sel="/aiscript/attention/actions/do_if[@value='$abort? and @this.assignedcontrolled.order.exists']" pos="before">
    <set_value name="$speak" exact="true" comment="Boolean Speak NPC voice. Default is true"/>
      </add>
    </diff>
    1. Capybellie
      Capybellie
      • member
      • 0 kudos
      I have very little experience with actually going into the files, could you give a bit more info about this?
      Just putting the code into a new file doesn't seem to help with the spam at all.
  7. dillz17
    dillz17
    • premium
    • 0 kudos
    Hi, 

    Does anyone know why the order wouldnt appear in your behaviour tab?

    I've extracted thee shib_reactionforce folder to steamapps\common\x4foundations\extensions

  8. 1154879
    1154879
    • member
    • 0 kudos
    It seems that mimic doesn't work right now, would it be possible to enable that again? I don#t know how hard that is but it would be nice!
  9. Reisser696
    Reisser696
    • member
    • 10 kudos
    X4 7.1: the patrols (M ships) should also only attack M/S. Nevertheless, they rush at the first Xenon I and commit collective suicide. I haven't changed anything in the thread level - otherwise I have standard settings, only the L/XL opponents are not checked. 

    Addendum: strange - the Xenon I has not been repeated, the M-Patrol has avoided a Teleadi Destroyer as it should be ...
  10. Reisser696
    Reisser696
    • member
    • 10 kudos
    I wonder if things are going better now with 2.0.8? So far, the entries here have sounded anything but optimistic. And check with Steam ... yes yes ... sure ... I'm buying X4 from Steam specifically to be able to use "their" workshop - I'll get there :D
    1. shibdib
      shibdib
      • premium
      • 3 kudos
      I've been out of the modding game for a bit but will see if I can get the fixed version pushed to steam as well.